SoundManager

Code snippet

using UnityEngine;
using System.Collections;
public class SoundManager : MonoBehaviour
{
public AudioSource efxSource; //Drag a reference to the audio source which will play the sound effects.
public AudioSource musicSource; //Drag a reference to the audio source which will play the music.
public static SoundManager instance = null; //Allows other scripts to call functions from SoundManager.
public float lowPitchRange = .95f; //The lowest a sound effect will be randomly pitched.
public float highPitchRange = 1.05f; //The highest a sound effect will be randomly pitched.
void Awake ()
{
//Check if there is already an instance of SoundManager
if (instance == null)
//if not, set it to this.
instance = this;
//If instance already exists:
else if (instance != this)
//Destroy this, this enforces our singleton pattern so there can only be one instance of SoundManager.
Destroy (gameObject);
//Set SoundManager to DontDestroyOnLoad so that it won't be destroyed when reloading our scene.
DontDestroyOnLoad (gameObject);
}
//Used to play single sound clips.
public void PlaySingle(AudioClip clip)
{
//Set the clip of our efxSource audio source to the clip passed in as a parameter.
efxSource.clip = clip;
//Play the clip.
efxSource.Play ();
}
//RandomizeSfx chooses randomly between various audio clips and slightly changes their pitch.
public void RandomizeSfx (params AudioClip[] clips)
{
//Generate a random number between 0 and the length of our array of clips passed in.
int randomIndex = Random.Range(0, clips.Length);
//Choose a random pitch to play back our clip at between our high and low pitch ranges.
float randomPitch = Random.Range(lowPitchRange, highPitchRange);
//Set the pitch of the audio source to the randomly chosen pitch.
efxSource.pitch = randomPitch;
//Set the clip to the clip at our randomly chosen index.
efxSource.clip = clips[randomIndex];
//Play the clip.
efxSource.Play();
}
}